I'm pretty sure I picked everyone with a sheet already, but I ain't checking until later tonight so you got time to fix it if I didn't or swap a character class if you like. Looking after a little brother tonight, so we'll likely start tomorrow if I have everything. Anything I should read up on? First time GMing 5e, I did 4e a bit but I'm told that's a much different kettle of fish.

4E is different than the others in that it was the one which did away with a lot of sacred cows to create a certain style of game. It was also the one which used a universal "at will/encounter/daily" separation for powers for all classes, whereas in the past a per-day system was used for most special abilities, especially spells.

I'd say that mechanically, 5E is most similar to 3E mechanically, but with an increased focus on leaving things up to DM discretion, less emphasis on character customization as a mini-game, and more streamlined things. The rules text also has "natural language," which I've heard mixed things about, but this is intentional on the designers' part.

5E does have a significant following among old-school (pre-3E) players, especially the OSR (Old School Renaissance). They say that 5E's modular nature and DM empowerment more easily replicates their playstyle and can help conversion from older materials. I don't see that as much, in that a lot of the rules old-school is known for don't appear present in the rules from what I've read.

Woo! As well.I'd say, in a more lay-person's terms... That 4E just completely destroyed the story and what the classes used to be like. That said, people that've played it without prejudice have said it was very fun, mechanically.

I'd say, 5E, is a very nice system that's streamlined compared to 3E. Simple to pickup, without a real pressure to multiclass, while allowing you to make a charismatic wizard, or a charismatic fighter, or an intelligent barbarian without 'completely' messing up your character. The backgrounds are wonderfully done on that front.

It just lacks the material. They could still end up adding things like traits, or prestige classes... Who knows!

As a big 4e fan I admit I kinda find 5e lacking in a few crucial parts.

but, I can still have fun with it. I think my big question with group composition isn't the divine stuff, but by all accounts we are ranged heavy. Would the group prefer a second melee focused character?

I'll be setting up a roll20 game for this, but it won't be used for actual play but more of a mapping tool for me as it was really good for an Eclipse Phase game I ran. I'll be taking screenshots for the game here for those who don't want to use it (And for those reading over what's happened), but if anyone wants in I'll be setting it up tonight and you can drop in to see the current state of play and everyone's health and whatever when we're in a battle.

It's also got a really good Dynamic lighting and Darkness system that lets you set some players to have low-light vision if they have it and since we're in the Underdark, that's going to be kind of important.

Also while we're on unusual difficulties, food and supplies (Torches and ammo especially!) are something that will need to be managed as you go along so be sure to note down stuff like rations and ammunition! I'm not a very harsh GM and I trust you all to keep it in order for me, but part of the fun of the campaign I'm hoping will be the mix of survival and dungeon crawl.

As for party makeup, you go with what feels good. I've no idea what works and what doesn't!

Will there be a way for me to salvage/repair/craft ammo on the 'road' metaphorically speaking? Worrying about running out of ammo in the underdark and being nowhere near as effective as a dude who never has to run out of stabbing (Since swords don't run on ammo), can be a bit of an issue for me. If there's no way to realistically stock up on arrows for weeks or so at a time, i'd prefer to have some way to keep myself from becoming a burden to the group.

Will there be a way for me to salvage/repair/craft ammo on the 'road' metaphorically speaking? Worrying about running out of ammo in the underdark and being nowhere near as effective as a dude who never has to run out of stabbing (Since swords don't run on ammo), can be a bit of an issue for me. If there's no way to realistically stock up on arrows for weeks or so at a time, i'd prefer to have some way to keep myself from becoming a burden to the group.

I had been reading 5e's rulebook and it states you can regather half of your used ammo after combat if able to search for 1 minute. So that should help things, something to keep in mind.

You got a Druid so you're likely good on Nature checks and there's ways to make ammo on the move in the Underdark if you can work out what to make them out of since trees will be in short supply, it'll just take a bit of your time to fletch them when camping that you could be doing other things.

Arrows aren't high tech stuff, you'll be fine. I'm assuming anyone proficient in a weapon is proficient in maintaining it and for archery that includes making ammo on the move. It may not be the best stuff but 5e doesn't really care about arrow quality so I won't either.

That does make it easier to swallow! I don't mind having to track ammo terribly, but basically my only issue with such is when it's a serious issue that can't actually be remedied. As long as theres an option to make some, i'll be fine with it. It's just when say, swordsmen (never needing to sharpen a blade!) and casters usually don't seem to want for cantrips or components. I suppose i've just had one too many GM's give me the shaft when it comes to playing an archer.

Honestly, I expect this being the Underdark and all that, the gang-up, the beat-down and the ranged ambush will reign supreme, and having a tiny halfling who can shove through everyone else's squares to keep the monsters off people might be just the right amount of melee.

That does make it easier to swallow! I don't mind having to track ammo terribly, but basically my only issue with such is when it's a serious issue that can't actually be remedied. As long as theres an option to make some, i'll be fine with it. It's just when say, swordsmen (never needing to sharpen a blade!) and casters usually don't seem to want for cantrips or components. I suppose i've just had one too many GM's give me the shaft when it comes to playing an archer.

Yeah I'm not going to leave you without arrows once you move into the campaign proper. Everyone will start off without their stuff, but once you're geared up I'm not the vindictive sort of GM who'll fuck you over. I much prefer to stand back and let the players fuck themselves over, then have fun with the fallout as they realize they've cooked and eaten the local leader's favorite pet rat.

The Underdark is Faerun's version of hell, so escaping it will be tough but I want the player characters to feel stressed and hunted, not the actual players!

As a big 4e fan I admit I kinda find 5e lacking in a few crucial parts.

but, I can still have fun with it. I think my big question with group composition isn't the divine stuff, but by all accounts we are ranged heavy. Would the group prefer a second melee focused character?